The Street Fighter II phenomenon was so massive it spawned creative piracy: illegal bootleg boards like Rainbow Edition sped up the game and allowed all kinds of nonsense. Capcom answered in 1992 with Hyper Fighting, the official revision that cranked up the speed, handed out new moves — Chun-Li's Kikoken, Dhalsim's teleport — and balanced the full roster that Champion Edition had made playable, bosses included. Combos, born from a programming bug Capcom chose not to fix, were already the heart of the game.
Hyper Fighting is the exact point where competitive versus play got defined: speed, balance, and reading your opponent. Tournaments, neighborhood arcade brawls, and the whole FGC culture descend from these boards. It's still pure electricity.
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